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Topic: What have I been wasting time on? (Read 10583 times)

Inspired by PixelPlus 256.Supports 320x200 to 1024x768+ resolutions.32bit color.Can switch between 16 different palette maps.It is still early in development.Functions currently implemented:- Brush and paint tools.- Zoom and pan.- Palette color-picker.- Adding/browsing sprites

Still much to work on. I'm currently working on the selection box and cut/copy/paste tools.

Toadman 3

Very early in development.Plans for finished product:- 640x480 graphics- One player campaign (progress through matches, similar to Quake 3)- Two player split-screen- Death matches against AI opponents- Other match modes (such as obstacle courses and a variation of steal the flag)

I never liked Toadman games to be honest. Action games with tile by tile movement and no AI....maybe this sequel will be interesting.

As BadMrBox, I'm more interested in you Sprite Editor. PP256 was my key QB games development tool. Having something in the same vein for FB would be awesome.

« Last Edit: May 05, 2010, 11:04:20 PM by Lachie Dazdarian »

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"Things like Basic and Free Basic provide much-needed therapy and a return to sanity and a correct appreciation of people. The arrogant folk really hate a word like 'Basic' - fine, and good riddance." ~ pragmatist

The first two Toadman games weren't designed for single player, although some cheap AI was programmed in for Toadman 2. At the time those games were being developed I had a cousin living nearby who also programmed, so that style of game evolved because we found it incredibly fun to make games where we could verse each other. Still, they were very lacking and buggy.

I always wanted to make a third one, something solid that didn't have all the problems of the first two. The AI is a major focus for this one. The scrolling style is half-tile, as opposed to a whole tile at a time. Full-out pixel by pixel scrolling doesn't seem to fit the pacing of the game. You navigate the map similar to tile by tile but there's some quick animation and scrolling as you hop in between tiles.

Same with the sprite editor, always wanted to make one. I tried many times, but this time I actually got something going. Hooray!

Looks cool. Nice to hear you are putting the main focus on AI in this sequel.

What's the current status of development?

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"Things like Basic and Free Basic provide much-needed therapy and a return to sanity and a correct appreciation of people. The arrogant folk really hate a word like 'Basic' - fine, and good riddance." ~ pragmatist

I'm going to cut back. First, I'm dropping this AI idea; that's going to take too much time that I don't want to commit to. Then I'm going lay out a plan to finish this. Going to go with something simple, like just a one player adventure mode. I'm not giving up on this yet.